yep,all the tricks in the book are applied :) still fails. but we solved it with another shader and ofcourse some longer render times:)
beer next week per? /s On Fri, Feb 15, 2013 at 12:15 PM, Per Bergstén <[email protected]>wrote: > Anisotropic uv set to *none* in the arch shader? > Can cause weird reflections sometimes. > > per > > > 2013/2/15 Stephan Hempel <[email protected]> > >> It seems like the infamous burned highlights problem which occurs when >> you are lighting with IBL and normal lights. >> >> When you are using the already mentioned Advanced MIA material you >> have to activate "Clamp Maximum for HDR rendering" at the bottom of >> the Optimization Tab and set to something reasonable like 1.2 or so. >> So the highlights are clamped and don't burn out. >> >> Another option is to tweak the "Highlight vs Reflection Balance" on >> the Additional Options Tab and set it to a very low value like 0.1 or >> less. >> >> Generally it's a good idea to deactive the specular contribution off >> the lights if your lighting with IBL. >> >> Cheers, >> Stephan. >> >> > -- *Stefan Andersson | Digital Janitor* blog <http://sanders3d.wordpress.com> | showreel<http://vimeo.com/sanders3d>| twitter <http://twitter.com/sanders3d> | LinkedIn<http://www.linkedin.com/in/sanders3d>| cell: +46-73-6268850 | skype:sanders3d

